Jump to content

Archived

This topic is now archived and is closed to further replies.

Digital Watches

ACR Changes discussion (5P->6K OMGWTFBROKE)

Recommended Posts

So I just got really excited about Rashousen okizeme. Even though we lost the ability to do it after S Raiei, I think it might be possible to do set-ups where the opponent rises right into it (now that's it's fast and full-screen).

Share this post


Link to post
Share on other sites

"Axl is stronger right now; he's back to his old style."

Watches, you've been around a lot longer than I have. What do you suppose "old style" means in this context?

Share this post


Link to post
Share on other sites

Fourth post in a row. Oh, well.

From the GD thread:

Kokuugeki (j.63214S):

- On CH, you can continue the combo with {land, dash 6K}

- With FRC, you can continue the combo with {land, dash 5K}

Kyokusageki ([4]6D):

- It's a way of dealing with the opponent's dash and airdash at once

- Good for using it a bit farther away than 2D

2P:

- Cancellable into f.S

- You can choose to hit only once, looks good

- This poke was being used at the loketest

- You can react with an anti-air if the opponent jumps

Axl Bomber (j.623HS):

- Nobody likes how this move turned out

- It's better to use Kokuugeki FRC

- It'd be better if at least the reward for hitting with this was higher

Aerial Moves:

- Nobody at the loketest was using the pokes with one or two hits right

Chain {2HS, 2D}:

- You can delay this a bit to surprise the opponent with 2D

Hachisubako (623P):

- They were using this attack as a way of punishing whoever tried to react after an IB on 2D; The timing for when the opponent attack came out was more or less the same than the timing for the Guard Point

- Some were using RC or "set" (???) to advance after that hit, but I find it's better to do that with Rensengeki?

3P:

- {3P(2), 2S} combos, but might be only useful when 3P gets a CH and juggles opponent...?(this might be "forces wakeup" instead of "juggles")

- I don't know if this attack is punishable on block

Rashousen ([4]6HS):

- Almost no one used this attack at the loketest, so I don't know if it changed

- It's still fast and looks good judging by what I could see

---

So I guess Axl Bomber sucks now. Too bad. :(

Share this post


Link to post
Share on other sites

So, super-preliminary reaction based only on a few matches from the day-one tournament: Bomber loops don't do nearly as much damage as they used to, but in exchange, Axl is now maximum lulz. :AX:

Share this post


Link to post
Share on other sites

Adelheid: Them giving +guard bar back to Rensengeki

Adelheid: is so disgusting

Watches: S TIER OR BUST (But honestly I've never agreed with that change)

Adelheid: Is that change even noted anywhere

Adelheid: I just noticed it today

Adelheid: After seeing it knock a venom's gb to flashing, then going back and saying "wait, WHAT"

Watches: I don't know that it's noted anywhere

Watches: Have you checked other projectiles? I think that was a global change in AC that might have been undone

Adelheid: Yeah

Adelheid: When I saw that

Adelheid: I went and checked

Adelheid: None of Ky's stuff does +gb

Watches: Ha

Watches: Ha

Watches: HAAAAA

Watches: Yup

Watches: S-Tier Axl coming up

I may have to back to siding this character, he looks a lot more fun now

Edit: Oh yeah, footage,

Share this post


Link to post
Share on other sites

Oh my god, free CH galore if they keep blocking that shit.

btw, this new Axl Bomber FRC? I haven't seen it being used in any ACR videos yet, does anyone know where the FRC point is/applications of it?

Share this post


Link to post
Share on other sites
btw, this new Axl Bomber FRC? I haven't seen it being used in any ACR videos yet, does anyone know where the FRC point is/applications of it?
It looks like it's pretty much exactly upon landing. The reason you haven't seen it much is that it's not very good; Axl Bomber lost its overhead properties and it's hard to combo into at mid-screen, so there's not a lot of mix-up potential and not a lot of extra combo potential.

Share this post


Link to post
Share on other sites

some proofreading of first post list based on ACR wiki:

f.S recovery 22F ->19F. active frames: f.S had 3F in AC, not 4F.

5H CH bounce has 28F of untechable

D - start-up 26F -> 28F, foot invincible 17-25F -> 17-27F

3P recovery 8f -> 7F, not total increased by 3F

j.6P - lvl 2 -> 3, active frames 7(2)3 -> 6(2)3, second hit has start-up 15F (and yet ACR wiki lists it as 7[13] start-up)

Rensen Geki - SD -14 -> -15

- Kyokusa Geki - untechable 36F -> 41F

Rashou Sen - in CH state until 46F -> 79F

Hachisubako - start-up is 20F (was 16), not 8F, recovery 27F -> 22F not 17F, lvl 5 -> 3, autoguard frames are 1-13F, damage 30 -> 40

Axl Bomber - FRC point listed as "1-4F during landing"

Share this post


Link to post
Share on other sites

×